I am trying to make a POST request to restful web APIs in Unity.
The header would be Content-Type: application/json
An example of the raw data input is, where data is the key and json string is the value:
{
"data":{
"username":"name",
"email":"email@gmail.com",
"age_range":21,
"gender":"male",
"location":"california"
}
}
Here's my script:
private static readonly string POSTAddUserURL = "http://db.url.com/api/addUser";
public WWW POST()
{
WWW www;
Hashtable postHeader = new Hashtable();
postHeader.Add("Content-Type", "application/json");
WWWForm form = new WWWForm();
form.AddField("data", jsonStr);
www = new WWW(POSTAddUserURL, form);
StartCoroutine(WaitForRequest(www));
return www;
}
IEnumerator WaitForRequest(WWW data)
{
yield return data; // Wait until the download is done
if (data.error != null)
{
MainUI.ShowDebug("There was an error sending request: " + data.error);
}
else
{
MainUI.ShowDebug("WWW Request: " + data.text);
}
}
How do I send the request using WWW
class with both form and header? Or, just in general, how do I send this kind of post request?
If you want to add raw json data it is better to just pass it without WWWForm
public WWW POST()
{
WWW www;
Hashtable postHeader = new Hashtable();
postHeader.Add("Content-Type", "application/json");
// convert json string to byte
var formData = System.Text.Encoding.UTF8.GetBytes(jsonStr);
www = new WWW(POSTAddUserURL, formData, postHeader);
StartCoroutine(WaitForRequest(www));
return www;
}
try {
string url_registerEvent = "http://demo....?parameter1=" parameter1value"¶meter2="parameter2value;
WebRequest req = WebRequest.Create (url_registerEvent);
req.ContentType = "application/json";
req.Method = "SET";
//req.Credentials = new NetworkCredential ("connect10@gmail.com", "connect10api");
HttpWebResponse resp = req.GetResponse () as HttpWebResponse;
var encoding = resp.CharacterSet == ""
? Encoding.UTF8
: Encoding.GetEncoding (resp.CharacterSet);
using (var stream = resp.GetResponseStream ()) {
var reader = new StreamReader (stream, encoding);
var responseString = reader.ReadToEnd ();
Debug.Log ("Result :" + responseString);
//JObject json = JObject.Parse(str);
}
} catch (Exception e) {
Debug.Log ("ERROR : " + e.Message);
}
private void SendJson(string url, string json)
{
StartCoroutine(PostRequestCoroutine(url, json, callback));
}
private IEnumerator PostRequestCoroutine(string url, string json)
{
var jsonBinary = System.Text.Encoding.UTF8.GetBytes(json);
DownloadHandlerBuffer downloadHandlerBuffer = new DownloadHandlerBuffer();
UploadHandlerRaw uploadHandlerRaw = new UploadHandlerRaw(jsonBinary);
uploadHandlerRaw.contentType = "application/json";
UnityWebRequest www =
new UnityWebRequest(url, "POST", downloadHandlerBuffer, uploadHandlerRaw);
yield return www.SendWebRequest();
if (www.isNetworkError)
Debug.LogError(string.Format("{0}: {1}", www.url, www.error));
else
Debug.Log(string.Format("Response: {0}", www.downloadHandler.text));
}
I've done for doing this below. Let's go : ==>
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class btnGetData : MonoBehaviour {
void Start()
{
gameObject.GetComponent<Button>().onClick.AddListener(TaskOnClick);
}
IEnumerator WaitForWWW(WWW www)
{
yield return www;
string txt = "";
if (string.IsNullOrEmpty(www.error))
txt = www.text; //text of success
else
txt = www.error; //error
GameObject.Find("Txtdemo").GetComponent<Text>().text = "++++++\n\n" + txt;
}
void TaskOnClick()
{
try
{
GameObject.Find("Txtdemo").GetComponent<Text>().text = "starting..";
string ourPostData = "{\"plan\":\"TESTA02\"";
Dictionary<string,string> headers = new Dictionary<string, string>();
headers.Add("Content-Type", "application/json");
//byte[] b = System.Text.Encoding.UTF8.GetBytes();
byte[] pData = System.Text.Encoding.ASCII.GetBytes(ourPostData.ToCharArray());
///POST by IIS hosting...
WWW api = new WWW("http://192.168.1.120/si_aoi/api/total", pData, headers);
///GET by IIS hosting...
///WWW api = new WWW("http://192.168.1.120/si_aoi/api/total?dynamix={\"plan\":\"TESTA02\"");
StartCoroutine(WaitForWWW(api));
}
catch (UnityException ex) { Debug.Log(ex.Message); }
}
}